- Barotrauma's projects are in the Barotrauma directory - All libraries are in the Libraries directory - MonoGame is now managed by NuGet, rather than referenced from the installed files (TODO: consider using PCL for easier cross-platform development?) - NuGet libraries are not included in the repo, as getting the latest versions automatically should be preferred - Removed Content/effects.mgfx as it didn't seem to be used anywhere - Removed some references to Subsurface directory - Renamed Launcher2 to Launcher
206 lines
8.6 KiB
C#
206 lines
8.6 KiB
C#
using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Linq;
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using System.Xml.Linq;
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using FarseerPhysics;
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using FarseerPhysics.Dynamics;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Lidgren.Network;
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using Barotrauma.Networking;
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namespace Barotrauma
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{
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partial class Hull : MapEntity, IPropertyObject, IServerSerializable
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{
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public static WaterRenderer renderer;
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private Sound currentFlowSound;
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private int soundIndex;
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private float soundVolume;
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public override bool IsMouseOn(Vector2 position)
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{
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if (!GameMain.DebugDraw && !ShowHulls) return false;
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return (Submarine.RectContains(WorldRect, position) &&
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!Submarine.RectContains(MathUtils.ExpandRect(WorldRect, -8), position));
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}
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public override void Draw(SpriteBatch spriteBatch, bool editing, bool back = true)
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{
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//if (back) return;
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Rectangle drawRect;
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if (!Visible)
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{
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drawRect =
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Submarine == null ? rect : new Rectangle((int)(Submarine.DrawPosition.X + rect.X), (int)(Submarine.DrawPosition.Y + rect.Y), rect.Width, rect.Height);
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GUI.DrawRectangle(spriteBatch,
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new Vector2(drawRect.X, -drawRect.Y),
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new Vector2(rect.Width, rect.Height),
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Color.Black, true,
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0, (int)Math.Max((1.5f / GameScreen.Selected.Cam.Zoom), 1.0f));
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}
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if (!ShowHulls && !GameMain.DebugDraw) return;
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if (!editing && !GameMain.DebugDraw) return;
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if (aiTarget != null) aiTarget.Draw(spriteBatch);
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drawRect =
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Submarine == null ? rect : new Rectangle((int)(Submarine.DrawPosition.X + rect.X), (int)(Submarine.DrawPosition.Y + rect.Y), rect.Width, rect.Height);
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GUI.DrawRectangle(spriteBatch,
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new Vector2(drawRect.X, -drawRect.Y),
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new Vector2(rect.Width, rect.Height),
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Color.Blue, false, (ID % 255) * 0.000001f, (int)Math.Max((1.5f / Screen.Selected.Cam.Zoom), 1.0f));
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GUI.DrawRectangle(spriteBatch,
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new Rectangle(drawRect.X, -drawRect.Y, rect.Width, rect.Height),
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Color.Red * ((100.0f - OxygenPercentage) / 400.0f), true, 0, (int)Math.Max((1.5f / GameScreen.Selected.Cam.Zoom), 1.0f));
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if (GameMain.DebugDraw)
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{
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GUI.SmallFont.DrawString(spriteBatch, "Pressure: " + ((int)pressure - rect.Y).ToString() +
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" - Oxygen: " + ((int)OxygenPercentage), new Vector2(drawRect.X + 5, -drawRect.Y + 5), Color.White);
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GUI.SmallFont.DrawString(spriteBatch, volume + " / " + FullVolume, new Vector2(drawRect.X + 5, -drawRect.Y + 20), Color.White);
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foreach (FireSource fs in fireSources)
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{
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GUI.DrawRectangle(spriteBatch, new Rectangle((int)fs.WorldPosition.X, (int)-fs.WorldPosition.Y, (int)fs.Size.X, (int)fs.Size.Y), Color.Orange, false);
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}
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}
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if ((IsSelected || isHighlighted) && editing)
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{
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GUI.DrawRectangle(spriteBatch,
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new Vector2(drawRect.X + 5, -drawRect.Y + 5),
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new Vector2(rect.Width - 10, rect.Height - 10),
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isHighlighted ? Color.LightBlue * 0.5f : Color.Red * 0.5f, true, 0, (int)Math.Max((1.5f / GameScreen.Selected.Cam.Zoom), 1.0f));
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}
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}
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public void Render(GraphicsDevice graphicsDevice, Camera cam)
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{
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if (renderer.PositionInBuffer > renderer.vertices.Length - 6) return;
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Vector2 submarinePos = Submarine == null ? Vector2.Zero : Submarine.DrawPosition;
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//calculate where the surface should be based on the water volume
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float top = rect.Y + submarinePos.Y;
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float bottom = top - rect.Height;
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float drawSurface = surface + submarinePos.Y;
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Matrix transform = cam.Transform * Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f;
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if (bottom > cam.WorldView.Y || top < cam.WorldView.Y - cam.WorldView.Height) return;
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if (!update)
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{
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// create the four corners of our triangle.
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Vector3[] corners = new Vector3[4];
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corners[0] = new Vector3(rect.X, rect.Y, 0.0f);
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corners[1] = new Vector3(rect.X + rect.Width, rect.Y, 0.0f);
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corners[2] = new Vector3(corners[1].X, rect.Y - rect.Height, 0.0f);
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corners[3] = new Vector3(corners[0].X, corners[2].Y, 0.0f);
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Vector2[] uvCoords = new Vector2[4];
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for (int i = 0; i < 4; i++)
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{
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corners[i] += new Vector3(submarinePos, 0.0f);
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uvCoords[i] = Vector2.Transform(new Vector2(corners[i].X, -corners[i].Y), transform);
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}
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renderer.vertices[renderer.PositionInBuffer] = new VertexPositionTexture(corners[0], uvCoords[0]);
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renderer.vertices[renderer.PositionInBuffer + 1] = new VertexPositionTexture(corners[1], uvCoords[1]);
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renderer.vertices[renderer.PositionInBuffer + 2] = new VertexPositionTexture(corners[2], uvCoords[2]);
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renderer.vertices[renderer.PositionInBuffer + 3] = new VertexPositionTexture(corners[0], uvCoords[0]);
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renderer.vertices[renderer.PositionInBuffer + 4] = new VertexPositionTexture(corners[2], uvCoords[2]);
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renderer.vertices[renderer.PositionInBuffer + 5] = new VertexPositionTexture(corners[3], uvCoords[3]);
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renderer.PositionInBuffer += 6;
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return;
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}
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float x = rect.X + Submarine.DrawPosition.X;
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int start = (int)Math.Floor((cam.WorldView.X - x) / WaveWidth);
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start = Math.Max(start, 0);
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int end = (waveY.Length - 1)
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- (int)Math.Floor((float)((x + rect.Width) - (cam.WorldView.X + cam.WorldView.Width)) / WaveWidth);
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end = Math.Min(end, waveY.Length - 1);
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x += start * WaveWidth;
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for (int i = start; i < end; i++)
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{
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if (renderer.PositionInBuffer > renderer.vertices.Length - 6) return;
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Vector3[] corners = new Vector3[4];
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corners[0] = new Vector3(x, top, 0.0f);
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corners[3] = new Vector3(corners[0].X, drawSurface + waveY[i], 0.0f);
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//skip adjacent "water rects" if the surface of the water is roughly at the same position
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int width = WaveWidth;
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while (i < end - 1 && Math.Abs(waveY[i + 1] - waveY[i]) < 1.0f)
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{
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width += WaveWidth;
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i++;
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}
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corners[1] = new Vector3(x + width, top, 0.0f);
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corners[2] = new Vector3(corners[1].X, drawSurface + waveY[i + 1], 0.0f);
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Vector2[] uvCoords = new Vector2[4];
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for (int n = 0; n < 4; n++)
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{
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uvCoords[n] = Vector2.Transform(new Vector2(corners[n].X, -corners[n].Y), transform);
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}
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renderer.vertices[renderer.PositionInBuffer] = new VertexPositionTexture(corners[0], uvCoords[0]);
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renderer.vertices[renderer.PositionInBuffer + 1] = new VertexPositionTexture(corners[1], uvCoords[1]);
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renderer.vertices[renderer.PositionInBuffer + 2] = new VertexPositionTexture(corners[2], uvCoords[2]);
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renderer.vertices[renderer.PositionInBuffer + 3] = new VertexPositionTexture(corners[0], uvCoords[0]);
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renderer.vertices[renderer.PositionInBuffer + 4] = new VertexPositionTexture(corners[2], uvCoords[2]);
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renderer.vertices[renderer.PositionInBuffer + 5] = new VertexPositionTexture(corners[3], uvCoords[3]);
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renderer.PositionInBuffer += 6;
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x += width;
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}
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}
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public override XElement Save(XElement parentElement)
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{
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XElement element = new XElement("Hull");
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element.Add
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(
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new XAttribute("ID", ID),
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new XAttribute("rect",
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(int)(rect.X - Submarine.HiddenSubPosition.X) + "," +
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(int)(rect.Y - Submarine.HiddenSubPosition.Y) + "," +
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rect.Width + "," + rect.Height),
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new XAttribute("water", volume)
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);
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parentElement.Add(element);
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return element;
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}
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}
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}
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